#ue4-general
1 messages · Page 952 of 1
oh
I see it now
Thank you @raven island it worked
but idk how to take away part of that mesh
like just have it where there's a doorway floor
I don't need the whole floor part, just the floor for the doorway
neither do i. not that good with geometry
Anyway to get around SDF shadows not being available on stationary lights? I wanted the soft shadows on dynamic objects whilst being able to bake indirect lighting.
did anybody tried to install houdini and how to deal with licence ???
Hello guys I have problem with my movement input
it is runner game
this code I got it from dev squad for the mobile runner game
it works when I move only with the arrows
I want to make it the user to plays with w a s d and the arrows
how I can do it
@plush yew do you have anything like that?
and does it work if you play outside the editor?
I get it, do you maybe know how I can fix the problem
like what do I have to do now
I am still learning you know xD
you dont need to cast
you can directly set the walk speed
oooooooh
I set bEditable to false in a constructor and the actor is gone
but it's still in the world
lol crap
if I add 10 instances to this instance component. how do i access instance number 5?
hmm X_x, i guess i could manually add each return value to another array X_x. nm, after 20 minutes of thinking, it suddently hit me after i asked. i guess thatll work
ffffl X_x finally
isn't the instance id just 4?
i want to savegame, and save those instances.
how do i save that? i understand how to save and load variables, but i dont understand what you just said murphy, acesssors ids
this doesnt take ids via accessors correct ?
I don't know what that is
if you want to access the instances you have to use the id
so you can save the IDs like you said
id I can understand but.
but there aren't like, object references in the component for you to serialize out
it doesn't use a data structure like that
it's probably just an array of transforms
you have to manage saving that yourself I think, and recreate it on load
that's what I'm doing anyway
yea that id you need is the return value from addinstance
I just have them in a map
why do you need to get the instances back out of the component though?
if you're adding them then you probably already have the transforms to save?
IDK if it's right to post here, so sorry in advance:
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if yo...
tnx for the channel link
anyone ever run into the problemo of having to call up your ingame pause menu during a level sequence?
Im finding that the level sequence will not pause
Hello. Is there a way to import a flipbook in Unreal Engine by importing multiple textures? Apparently there was an option to do that in UDK but can't find anything for UE4. Thanks
like what? I saw that I have this problem only on my key A, it goins on right, the D key is working good, hmm
the scale is the opposite of D, hmm
well A and D are mapped to moveleft and moveright and you have opposite signs in the blueprint too
so you're inverting the sign twice
also you're handling A and D in both of those blocks
I have 2 PC's running Source Builds of UE4, yet one of them adds UnrealLaunchDaemon to it's .sln file and the other PC doesn't when I Generate Visual Studio files, just curious what determines if this is added or not
@upper heart yeah, i understand that. but this request been there for several years
Where can i have technical support, cause i have a crash problem with my script, but it dont crash every time i run it and im trying to find the problem but i can't?
@thin sluice define "script"
?
I'm making it possible for the player to change textures on walls runtime. Anyone know if it's better to have multiple materials on the wall (one for each side of wall, borders etc), or only use one material where multiple textures can be swapped? Any difference in performance? I think I would need 4-5 materials for a wall piece.
@next badger ?
crash problem with my script
ue4 has no scripting language
@thin sluice well, if it's a bp #blueprint
Hi I have a problem. I'm creating third person game and enemy collisions ignore camera and thats okay but when they die I set collision type to ragdoll and camera no longer ignore them. How to set camera boom ignore ragdoll collisions? Or make radoll collision type ignore camera?
You can post your question here.
Error msg?
no
Is it crashing only when its built, or also when played in the editor?
And Unreal crashes entirely? The app closes? Or it hangs, or what?
Turn on the Output Log
and see for anything there
Also check log file after the crash maybe
hang != crash
where are the log?
-Project-\Saved\Logs
]LogPhysics: Warning: UWorld::FindTeleportSpot called with an actor that is intersecting geometry. Failed to find new location likely due to actor's root component not being a collider component.
that one thing
i think
28/30 of the log it my print thing
?
ping me
Surely that gives you a clue to investigate the problem?
not really
im still here
can you give us some context?
i start the play the game and it sometime crasg
yes, but the teleport bit
it to spawn obstacle
it raycast to find the ground then spawn the obstacle at the hit point
what is that6
non-colliding location
a location without a collider object
a collision?
no
it not supposed to do that
i mean it spawn the obstacle a the impact point
where the line hit and object
what is it spawning?
maybe write something to find a point close to the insersect
but not directly on top of it
?
you wont be able to spawn it on top of an object with collision
Try to find an acceptable non-colliding location to place TestActor as close to possible to PlaceLocation.
it doesnt work because its giving u an error
if it works then you're all set to go
write some logic to check what FindTeleportSpot is returning
but
is it an node
debug it bascially
you have a Teleport node presumably?
it an set location
no dont screenshare sorry im in the middle of a game
what node is triggering the teleport action?
that the part that spawn the object
that the one that choose
but right now there only 3 thing that spawn
but i dont see any teleport
its gonna be SpawnActor probably
the collion override is what will be trying to place the object
what are the options in that dropdown?
see what happens when you switch to ignore collisions
ok
Uff, what's a good name for an Enum that can only be left or right?
Direction2D? 🙂
LateralDirection
but what then would you call back and forward
AxialDirection perhaps
you may have to just write some logic to determine a position that doesnt collide yourself
I used to think I was a cunning linguist
Yourself?
i mean if Spawn Actor isnt handling the position change for you well enough
(hence the crash)
I still dont understand
ok so you're trying to spawn an object at the insersect of something and your line trace yes?
ok and if the spawned object collides with another object its crashing
idk maybe
well its the last thing in your log before it dies so i presume so
hmm
but sometime it crash
yes
have you set the proper collision profile after setting one to simulate physics?
so sometimes its not placing it in a non-collding place
it placing it where the ray hit it
yes but the dropdown option 'try to adjust location' option is meant to find somewhere that it wont collide
it put it ignore collision
and it still crash some time
and 2 sometime the thing dont spawn
i think maybe someone else can offer some advice, its beyond my experience sorry
@true falcon i like the LateralDirection it speaks more
*tells?
it provides more info on what it is
Yeah, CardinalDirection, LateralDirection, and AxialDirection seems nice, albeit engineery 🙂
btw i need to go bye, and thank for the help (:
np, good luck
AxialDirection is forward backward?
yup
had to google that one 🙂
I mean I guess you could use longitudinal and latitudinal, but that kinda implies geo stuff
Ahhh, interesting!
Transverse Axis... that's a handy term
or I guess you could use Perpendicular
"In Todays Episode of Linguistics for Programmers" ... :))
@next badger I did it like this
is there a way to install UE4 on linux without taking a billion years?
I hear NASA is working on an optical computer
Hello, I have problem. When I migrated files to my current project from another project and moved files to pre-made by me folder, Editor can't find materials. Exactly materials. With other type of files Editor work good and find them.
Anybody can help me with that?
@tough pagoda all .uasset must stay at same places relative to Content root
Hey everyone, so i'm getting into unreal lately to do some arch viz and been watching tutorials. I'm currently stuck on a part where the tutor doesn't go into how he set up a hdri ambient light, would anyone know how this was done?
(I've time stamped the part of the video i'm talking about)
https://youtu.be/dQ8bqHUg5To?t=598
Any help is greatly appreciated 🙂
In this 4 part series, we'll cover how to light an ArchViz interior scene from start to finish. Through this series, you should gain a much deeper understanding of lighting and lighting principles when working in Unreal Engine 4. The principles taught in this series should apply to any lighting situation in UE4.
In Part 2 we cover setting up th...
oh sorry my bad
it's ok, but there you'll get your answer faster
Thanks again, just in the tutorial i think he's using an emissive material on a sphere but it doesn't quite seem to work for me
@cosmic nexus well, he uses SLS capture it seems
skylight can be either SLS capture or specific HRDI
the skydome it just emissive material
The sky box object he has is just an emissive material on a sphere?
@cosmic nexus yes, and sphere should be set to static, if it's not explained in the tutorial - watch another
I can't move to another folder? Subfolder of Content?
@tough pagoda no, only inside ue4
Man, I understand.
@tough pagoda each file stores a reference by path
I can't create folder in Content and move files to this folder.
Even this folder was made in Content folder?
you should move files axactly as they were placed before
I don't understand.
thank you for clarifying, i'll be sure to watch another if it doesn't work 🙂
:triangular_flag_on_post: Hamdy#4399 received strike 1. As a result, they were muted for 10 minutes.
Hi guys, is there a way to prevent the sound from overlapping when I press a button? as it keeps firing multi sounds during the action, even with do-once.
I'm using 4.26
and i got this error when packing my game
Cannot create SoftObjectPath with short package name 'False'
https://answers.unrealengine.com/questions/1003582/cannot-create-softobjectpath-with-short-package-na-2.html I got the same error as this one
it seems to be 4.26 related
You have it set to reset immediately
What were you trying to achieve with plugging in the reset like that?
hi, when i'm setting actor rotation my camera doing werid stuff, like some kind of flickering ?
Hello Guys! I am trying to set up a good Camera for a third person shooter so i attached the springarm to a socket on the shoulder of the skeletal mesh but now it is shaking like crazy when running. Is there an easy way for the camera to ignore the player character's animation ?
hey umm dont really know whats going on but in my unreal project for a game when im trying to add a key press even on my player it wont show up in the search area for that key, it will show in my map blueprints but not in my player blueprints anyone know why ?using the unreal engine 4.25.4
oh ok sorry
@calm pollen also #packaging
yea that was the problem thanks 😭
I want the player to press it and hear the sound again not only once I thought its a part of the solution, what should I do then?
Can anyone suggest a multiplayer friendly way of making a jetpack in ue4 fr the third person character?
I am using add force but it is working differently for host and the client
@worn wasp BP/C++ ?
Bp
is there a way to change the dimensions of the play window? i have a portrait-screen mobile game but when i test it the game is in 1920x1080 so everything looks weird
@worn wasp you can try to look a swim mode, not sure it works with bp only
@calm pollen project settings
anyone familiar with matrix struct? it says on documentation '4x4 matrix of float values' but when I break it it gives me this kinda geometric interpretation? how can I set the float values inside the matrix
i guess doesnt matter each 'plane' breaks into 4 floats
Does anyone know the name of that website where you can make an event graph and stuff like that?
appreciate it 😁
BlueprintUE.com is a tool for sharing, rendering and rating blueprints for Unreal Engine 4. UE4 is a game engine which use visual scripting called blueprint.
Thanks!
Hey,
Does anyone know of a course for making or taking a character mesh from blender and retargeting it to work with the unreal mannequin animations ?
I would really like something to follow along and Im happy to purchase it.
@frank oar rigged blender character?
Does anyone know what i'm doing wrong, I'm trying to install games but I don't have options like you are supposed to?
Well @next badger Im unsure of the process so I dont know wether it is better to rig and retarget or just to retarget the new mesh to the unreal skeleton if thats possible ?
I would really like to follow along with something just to learn the process.
@frank oar you can not retarget unskinned mesh, it should have a skeleton in a first place
how could i do capsule trace but in desired rotation?
Thats why I would like to follow along with something from start to finish @next badger so I get a good understanding of the process.
Found it ya'll!
@slim atlas how did u remove the store from the launcher? 🙂
There is a setting that was on for me by default 😕
ahh cool
Hey Guys,
I make trees in blender, with sapling add on and I have the fbx for it which I export from blender.....
What is the best way of importing the fbx and apply materials to it....
When i export the fbx and leaves a child of the tree, it shows as two different meshes in unreal
but if I join the tree and the leaves into one mesh, then how can i apply materials
Hey guys, does anyone have experience with World Composition, or UE4 landscapes in General?
I'm trying to create multiple landscape maps in World Composition, and create a constant downwards angle over multiple landscape terrains, I'm using Landscapes and using splines to map a road into a mountain, which I want to be able to travel down for a fair distance, the problem is that eventually I hit the -Z limit, and for this implementation I need to not be limited by that amount.
Does anyone know if there is a way to tile landscapes together over a longer Z distance? I've tried adjusting the Z scale on landscapes, however then I'll be limited by floating point precision at some point, so I wanted to see if there was a way of doing it in World Composition and tiling it similar to how landscapes can be tiled in the X and Y directions?
Any help would be awesome, feel free to @ me 🙂
I got this weird error when creating new c++ project
I have visual studio 2019 installed
But I don't know why it needs visual studio 2017 to generate project
If it says it needs 2017, then install 2017. That is just how prerequisites work.
I have done this 2019 before
And it worked then
This is first time I am seeing this
Even so, if installing 2017 gets you past the error, then do so. If a game required vcredist 2008 and threw an error even though you had vcredist 2019 installed, you'd still install 2008 version, right?
I get your point but I had previously created project when I didn't had visual studio 2017
I only had 2019
And it worked then
Not sure, something must have changed since then.
Either in the engine or on your machine.
Uuuh, this sounds dumb. What would I search for if I wanted to make animations for a texture- so like an oscilloscope animation on a computer screen, how would I go about trying to find out how to animate that? xD
#graphics channel would be your best bet. Seems like you will want to make some material with adjustable parameters. Personally, I know nothing about that stuff, haha.
Ah okaayy ;; thank you
anybody here ? :/
@plush yew I believe this server is significantly slower than usual on Sundays. Just my personal guess though.
i see :/
I know your pain. I'm also trying to figure something out with no success atm.
@deep viper u should post , someone will eventually help
Is anyone here particularly skilled with sidescrolling or isometric views?
@next badger btw I am wanting to learn because recently I have had so much trouble trying to swap the mesh of the male manequin to that of the new female on in my project, I have been unsucsessful after days of trying to work it out.
Does anyone know how to fix this displacement bug without messing with the r.Raytracing.NormalBias since it just ruins all the other shadows in ur scene? I've had this issue for so long now i'd appreciate it alot if someone could help me, Thanks! 🙂
is there a way to have the text render component mirror both ways?
landscape LOD?
im pretty sure it has nothing to do with that
does someone know what could be the reason that i dont get intellisense in visual studio
yeah ive messed with the landscape lods for like 5 minutes now and the landscape displacement changes but it doesnt remove the bug
anyone know how you get an unreal engine license attached to your epic account? for some reason i can't get quixel to let me access the unreal engine tier of megascans
apparently the epic account i'm using to run unreal doesn't doesn't have an unreal license lol
is there a way to get a random name from inside a dataTable?
random row name? put the row names in an array ahead of time and then get an random from that array and feed it into the row name
@frank oar https://www.youtube.com/watch?v=mg75kSkKkug
A tutorial on how to use Uefy 2.0 to rig characters that already have a skeleton for Unreal Engine 4 marketplace animations.
In this video we take a prebuilt mixamo character that already has a skeleton. The original skeleton is missing several bones we need in the engine. Such as the root bone required for root moti...
I will check this out now tyvm @next badger for your time!
this should work
@frank oar I highly recommend to switch to 4.26 and learn Control Rig
as for animation it's a tool that has no alternative
I will absolutely check it out tyvm @next badger
@frank oar 2 videos on it
Control Rig is a scriptable rigging system that is based on Blueprint and is mainly designed for controlling properties to drive animation. This week on Inside Unreal Helge and Jeremiah will break down the Mannequin Control Rig example from the Marketplace, show how to use Control Rig with Sequencer to animate a character, give tips on how to de...
Let's explore the latest animation features available in Control Rig for Unreal Engine 4.26! The team will cover updates to the Control Rig Mannequin Sample that's available on the Marketplace, rig sharing with Control Rig Components and Setup Graphs, attaching multiple Control Rigs for animation authoring, Slope Warping breakdown with post-proc...
for some reason the color is not being updated to what i've set up. i have 3 possible colors. r,g,b. the master material has a v3 parameter(which is black) and on begin play all the actors are black, which means this initialization is not working
wait
am stupid
forgot to type in the Parameter Name
saved thank you @next badger looks like I have some studying to do!
with UE4(5) it's neverending study
Looks that way!
@next badger sorry to pester.
I am following the tutorial for Rigging you posted.
do you happen to know if Uefy is free or not ? there is a link in the video but its not clear where to buy it if I have to...
Anyone know how I can make something like the default UE4 grid floor?
as a floor for you environment @little warren ?
yes
Do you have blender ?
yes but I'm not a 3D modeler, I only have it because I think unity needed it
Is there a way to see if a coordinate is in a spherical radius around another coordinate?
@little warren I have used blender to make all the environments for my projects and I can tell you that you do not have to be a 3D modeler to make what you want to (I certainly am not).
I would personally have a plane or box as the floor
then create a grid using mesh
@dawn gull isn't that just a regular distance check?
Hello guys, I need a little advice. This code is to display game over text, however I want it to only appear if the game over boolean is true. Any ideas? 🙂
I did it and it does it in a cube @exotic thicket
its not as good as creating an actually and using it but its certainly easier.
Something else must be going on with it.... distance is the right way to check if something is within a certain radius of something else
@frank oar I tried making a plane and applying a grid texture on it, but I am getting a warning that it will be bad on performance since I made it huge to be pretty much infinite like the UE one
@little warren you can draw it as a post process material probably... it might be a bit trickier to do. Google for infinite grid shader or something like that
@exotic thicket the xyz are the same for the distance and placing the actor, its placing everything perfectly. this is all the code there is for the radius stuff
the frequency float is unrelated
@little warren as far as I know you'll want to have sections so that it is not ALL being rendered when its not needed, but will look infinite to the player
@exotic thicket I might give it a try, although I'm wondering if I can just use the UE one since it's already there
@dawn gull this should pass for all points <15 units away from 0,0,0... if it's not happening then the points you're comparing it to are probably not right
@frank oar yeh that sounds like the easiest way
@little warren I do not TOTALLY understand how it all works myself yet but I also had problems initially when I tried making my floor as big as my whole map, breaking it into sections helped a lot.
it gets the coordinates from a for loop going from 0-20 and it just chooses if it'll place there or not by the noise, so I know it's getting placed around 0, 0
are you using the floor function on a bool? how does that evne work?
doesnt the floor function round numbers down? what are you rounding in a bool??
Hello everyone
I have just start to learn UE4, however, I don't know should I create my first project or wait for UE5
I afraid of everything will change after UE5 giving out
Guys is this CharacterMovementComponent can be multithreaded?
Well, I actually lack of the knowledge in C++
But I have some experience in C and C#
Oh, then C++ will be relatively easy to learn
or is the threadsafe?
Yep, maybe. However I think that I can use Blueprint in UE4 so I change from unity to UE4
It is earlier for our designer to know what is going on in visible way
I see your point, should I try and replace it with a branch
I'm looking to only display the test provided the gameover boolean is true
i just dont understand why youre doing it like that
text*
where are you storing your "game over" variable?
Yea I'm quite new to unreal still
May I know that is it easy to make an online game though UE4? For example: MMORPG
not for new people
Is it's default API powerful?
In another blueprint 🙂
Thank you very much
how does the game end?
I have not added that yet, for now I'm trying just to change the game over test appear and disappear whether the boolean is true or false
text*
lets say for example you are coding a platformer
when cube falls, there is a trigger box below him
now, in your game mode, you have a custom event called "game over"
this custom events can create new widgets, reset the player, respawn, do all sorta stuff
when the cube falls off the map, the trigger box is triggered, then this triggerbox casts to game mode, and from there you call the game over event
thats just one example
and thats ignoring the fact that "casting" in general is not a good idea
you dont really want to have any heavy logic inside widgets
because they run off of tick i believe
either widgets, or the bind functions
i dont remember
even better than casting would be having a game instance that holds all your events
that way you dont evne have to cast
but its not really necessary
there are courses online on learn.unrealengine.com for people with prior experience with unity
Let me see, thank you very much
I need this! Thank you, I'm so used to coding; blueprint seems like a language thats hard at first until you understand it. I will look at this
Think it's the bind function that runs every tick
yeah
i usually set most function manually
Exactly, more efficient and you normally only want to change the values based on events anyway
anybody experience with creating loot drop tables?
@frank oar yep, UEFY is not free
epic made a free addon for blender:
https://epicgames.github.io/BlenderTools/
@rigid belfry yep you start check each item via it's drop rate in ascending order.
So lets say you have a loot box of 3 different possibilities: A legendary item: ~1% chance. A rare item: 40% chance. And a common item 60% chance. what you do is you get a random number in range 0-100. First check for legendary, so if that number is less than one then give the legendary item to the player. If not, then you check the second most rare item. So in our case the 40% chance item. If that random number is less than 40, give them that rare item. If that number was higher than 40, then check if it is less than the common item. If so, give them the common item, if not then go to the next rarest over and over. If you get to the bottom and somehow no item was given, then just start over.
How would one go about making a vehicle creation system. Similiar to scrap mechanic
Thank you @next badger will that do the job Uefy does ? I'm going to look into the link you posted and learn to use it
oh i see. that makes sense. i've got this little project set up right now and i am already using a data table to determine what the cube values are. its just the % thats confusing me i guess
ideally i want to make cubes spawn based on a %. after i make that work, i'll try to implement a way of slowly increasing the chance of higher rarity cubes to spawn.
Is there a way to set the max FPS when opening the editor? During development I don't need it running at 100 fps while my desktop PC fans whir away like crazy. I open the console and set "t.MaxFPS 20", but it'd great if there was a way to make that happen automatically.
I have a pawn and a player controller. For my game mode, I set the character as the pawn and player controller as the player controller in the settings
After, I added axis mappings for mouse x and mouse y
I put this code in the player controller
wait
I'll be back
for my character i have a spring arm with a camera attached
and nothing in the event graph
I think I need something in the event graph but I'm not sure
ok is olved it
had to check these
@frank oar UEFY better at some places, but no need to buy it as you're just starting
but, blender -> ue4 is a pain if you not following the rules. free to ask at #animation
does anyone know how code miko gets the twitch alert to create events in unreal?
is really that easy for her lmao
Credit to these streamers:
https://www.twitch.tv/codemiko
https://www.twitch.tv/Mizkif
Anyone else been having a problem with random blueprints failing to compile and corrupting every once in a while when opening the project for the firs time that day?
Never
Had this happen probably 4 times now
i'll work on something the night before, before I go to bed compile everything, save it all, make sure its all working
open the next day and it will literally delete the blueprint
I've noticed it's mostly happening to widgets.
Have you checked your storage for bad sectors
Should also copy your project to another drive if you have one
Makeshift backups if you don’t have any running
yeah i've been making multiple backups a day because i had one massive corruption happen during an auto save and had to start my entire project over from scratch. lost like 150 hours of work. even with the backups though, it's still very frustrating. having to do some tedious thing like setting up widgets is not fun.
Well start a bad block scan in the background just in case
Do widgets work differently with custom events?
The text continue comes from a left mouse click
Hi, not sure what the correct channel is for this.. I tried looking
Has anyone tried integrating any form of analytics in Unreal?
I want to record events such as "player bought item X". "Player upgraded weapon to level X at time Y"
just put your project in a git repo
Im trying to SaveGame LoadGame the instances added to this component. but im not sure how to do it. its not as simple as a for each loop.
ive saved all the component return values to an array.
but how do i repopulate the instances inside that reference element
can someone help, total noob question ..where can i find documentation on imported packages
i am so lost.. migrating from unity
that's what I was asking last night, why do you want to get the instances in the first place? you made them so you already have what you need to make them again, right?
you have the mesh and the transforms, save those
thanks. if i save the game, close the game, and load the game. im not sure how to put the instances back into the game.
the same way you made them the first time
i do that during gameplay with a hammer
1 at a time. its not an automated thing
i convert actors to instances during gameplay.
oh ok so you just aren't storing the transforms anywhere else
1sec let me open the editor
i use blueprints only.
so there's a member PerInstanceSMData and the elements have transforms you can save
transforms yea, that was my idea
but i dont know how to access "all " instances from the component
so i can For Each Loop save transforms
i cant "length" check a component
🤣 guys , pros, please, is there such a thing as package documentation for every package downloaded from epic library
i dont know mel
so you never seen it
feel free to come back every 20-30 minutes and check again. but tbh 80 percent of the time i end up googling it faster.
thank you
generally I think there isn't much documentation for most stuff
sweet is that working for you?
i searched the get's, but i missed tha tone
that's why I'm looking at the source lol
well, it might, ill try. ty
i was just looking at that now. im not sure how to for all loop this yet
for each wants an array, not the int return value from the get instance count.
Hi I have a newbie question
I want to import a character into my game for a prop and I only found a 3D printer model of the character
Can I import a that into the project?
yes, but it will need "bones" "armature" if you want it to move at all. you can import to blender and manually add armature and "Rig" it, if you want animations.
you can probably convet what ever file type the 3d model is to fbx. with blender also.
maybe this is much easier than im making it. maybe i can just add a new comp using the comp list arrray. ill try that fire.
first
@rancid lynx https://blueprintue.com/blueprint/n760kq83/
I haven't tested it but that should work
idk if getpathname is the right name for the mesh
thanks ! ill check this !
yeah that should work, that's what I'm using
oh sorry I left something out
if you want to map from mesh name to an array of transforms you need to create a struct with the array
probably just change that map to an array and keep track of the mesh name separately
probably kinda what im doing. i dont understand struct map nodes yet, so i just did it manually with 2 array variables
Multithreaded rendering+Multithreaded BP, Tick optimizations, async ticking, Baking light build, mesh combination&instanced static meshes, forward rendering = 450FPS in ultra graphic settings yikes
i can save the components to an array, but im not sure the saved components contain all the transforms.
get optimizing
Well thats my limit i guess xD
@rancid lynx were you replying to me? So I can import the model but have to rig it up for movements?
yea, 3d scan print models probably dont have animations. if you want to animate it, like walking, youll need to learn blender, and rigging. its almost easy. just start with a super basic 2 bone rig youtube tutorial, then learn about vertex weights or automatic weighting. almost easy.
great thank you! I have heard that Adobe premiere has rigging. is that different? That’s 2d right?
premiere? the video editor?
Yeah I think it’s 2d
no it's a video editor
it's for cutting clips together not animating
you want blender for 3d models
you probably found an STL right? you can import that in blender and export as fbx
but you'll have to UV map it too
haven’t checked the file format but probably is the standard
I'm sure it's easier to find something premade for your purposes?
Ultra violet ?
texture mapping
the UV map tells textures where to go on the model, STL doesn't have those
you won't be able to use them until you UV map the model
it's not easy at all
your time is 100% better spent finding a model that's ready and moving on with your project
ok you’re right. I just checked the STL and it prints in pieces and you snap the pieces together after it’s all printed . That won’t work for an in game character
lol you can make it work but it'll be a nightmare
there are thousands of really excellent free game-ready models
I’ll keep looking and drop a note into the other channel if I can’t find it
no
fully skinned rigged and animated
that looks like Alloy on the left maybe they’re have look alikes for my character
what kinda thing are you doing?
some mad max like characters
Oh btw it wasn’t Adobe premier it was after effects
I think that has some basic rigging. Prolly not 3D tho
ok
can any kind angel help me set up a smoothing curve for my recoil ? that would be super appreciated since i'm struggeling a lot x)
@supple cove https://www.turbosquid.com/3d-model/free/low-poly/character
https://www.cgtrader.com/free-3d-models/character?polygons=lt_5k
Free low poly Characters 3D models for download, files in 3ds, max, c4d, maya, blend, obj, fbx with royalty-free license and extended usage rights.
Download 594 Character free 3D models, available in MAX, OBJ, FBX, 3DS, C4D file formats, ready for VR / AR, animation, games and other 3D projects.
there is a better (performant) way to set a movement by a switch-button like?
is it possible to have multiple atmosphere actors in a level? when I put more than 1, only one of them is visible..
I killed that FlipFlop and put the pressed directly on Toggle, still I did not find a way to get rid of the Tick event
Seems ok to me udas
(y)
if I am not mistaken I read somewhere that tick events are bad
but it was the only solution I found over the internet
People can misuse tick, but eventually you need to work with it
Using tick for the player pawn and player controller is absolutely okay. How many players do you have on the one machine at most? You should watch out for blueprint tick on objects that get placed a bunch through your level, and can toggle off tick for actors that aren’t relevant right now, but don’t try to stop using it ever
Why won't the editor just leave me alone?
If I have a spring arm on my pawn and I control player input in my player controller, how do I change the length of the spring arm from the player controller
I tried something stupid with interface but I don't really know how interfaces work
the error is "accessed none" which im not surprised at because I don't know how interfaces work
so you just need to talk to the thingy and tell it what to do, so 2 steps. so our first step is to find the thingy
first stop is where are we calling this from? is it the a thingy that has the thingy or a thingy that wants to talk to something else that has the thingy
based on what you are saying its the second, so we have to get a reference to the other thingy
ye
we know that we are in the player controller, and we know the pawn has the thingy we want.
assuming its the controlled pawn, the easiest way is to just get the default pawn or default character (depending on what you controlling)
that gets a reference to the other thing that has the thingy we want ( the spring arm )
now we need to determine is that other thingy (the spring arm) always on the other thing (the pawn/character) or not?
presumably no, pawns and characters do not have spring arms or cameras on them by default (inherited from the parent class)
so we need to either go "hey do you have a spring arm" and go with that, or if we know a certain class has a spring arm (you designed a custom class with the spring arm yes? if so we can treat that pawn as that class (by casting to it)
so we are on that step. We need to either get the spring arm component generically, or we need to cast to the specific class that your pawn is. which one will we do?
I think I want to get the spring arm component generically
so do I do an is valid thing when trying to get the spring arm component from the reference
so then we want to drag off the get controlled pawn and look for the get something component node
ok
something being the name I cant remember lol, loading up unreal now
there's get component by class
is valid is ok, but nothing we need to worry about right now and you will see why in a sec
get component by class, sounds good? we know we want the spring arm class yes?
sounds like it might be it. now it returns nothing or a valid spring arm if there is one
so now we would do a valid check because we only want to talk to that spring arm if it exists yes?
yep
yes it works!
we take some assumptions here, that there will be only one spring arm for example
but the process we did is the same process you use when you are doing stuff like this, just walk it thru and answer the questions
and only one way to do this, you could use generic interfaces, You could cast to your specific pawn instead of get component, you could have your pawn tell the player controller about its spring arm when it starts up, etc.
yep you should, its useful. Its basically treating something like something else
a dog and a cat are animals, you might have an animal in the world that is either a dog or a cat. The dog can bark and the cat can meow. If you get that animal and cast it to a dog, its now a dog and you can do dog stuff. If you get the animal and cast it to a cast, its now a cat and can do cat stuff. If its an animal that is really a dog and you cast it to a cat, it will fail since a dog is not a cat.
in your case if you got the pawn (pawn is generic), and cast it to your specific pawn class (lets call it MyPawn) then it would be treated as your custom class and it would know what was on it (spring arm, camera, hit points? etc) which is all stuff that is not on the generic Pawn but specific to your custom class
none of that part matter tho unless you do the first part which is actually getting the reference to the item you want to work with first (Get Controlled Pawn) which is why casting confuses people
sounds pretty interesting
its a basic concept in programming, can be referred to as inheritence
to put it into a grand perspective, almost EVERYTHING in the world that exists is an Actor at the top level
your custom Pawn can also be treated as a generic Pawn (the parent) and that generic Pawn can be treated as an Actor (its parent)
and one level down a Character is just a custom Pawn lol
yea lol
but in the end, super powerful once you learn it and how you can make simple stuff do awesome stuff
Can I post a summary of this on a forum with credit?
Question, is it okay to not make your geometry perfect? Take for instance a house, floor poking out of the exterior if you're not gonna see them anyway?
hahah hey!! @grim ore I love your tutorials!! they've practically saved my game jam game lol
btw where would i ask a question pertaining to audio assets made for 4.24
cuz my issue is a have some assets i bought for 4.24 and they havent been updated to 4.26 yet. theyre only audio though so i figured there must be some way to adapt them to 4.26. crazy specific issue but i cant find any forums for it
I have 4 unreal versions installed and when i want to install the fifth it says Install location error you do not have permission to install too ...
Is anyone here experienced in programming sidescrolling rpgs?
@gusty epoch if from the marketplace you can probably just add them right to your project. If the raw .uassets you can install 4.24, open the assets, and migrate them up to your 4.26 project.
oh awesome! thanks for the help :)
what do you mean?
I asked a similar question on a forum but it’s not answered yet. So can I summarize what you said and post it there?
oh of course
a gift for you https://youtube.com/watch?v=-Ny-p-CHNyM&feature=share
❤️ Check out Weights & Biases and sign up for a free demo here: https://www.wandb.com/papers
❤️ Their mentioned post is available here: https://wandb.ai/jxmorris12/huggingface-demo/reports/A-Step-by-Step-Guide-to-Tracking-Hugging-Face-Model-Performance--VmlldzoxMDE2MTU
📝 The paper "Monster Mash: A Single-View Approach to Casual 3D Modeling and...
Can unreal install more than 4 versions?
Automatically create 3D models and with animation and rigging from your sketches
❤️ Check out Weights & Biases and sign up for a free demo here: https://www.wandb.com/papers
❤️ Their mentioned post is available here: https://wandb.ai/jxmorris12/huggingface-demo/reports/A-Step-by-Step-Guide-to-Tracking-Hugging-Face-Model-Performance--VmlldzoxMDE2MTU
📝 The paper "Monster Mash: A Single-View Approach to Casual 3D Modeling and...
FYI I didn’t make it. But it appeared on my notifications
incase u guys have artstation
theres a promo code going on that lets u have pro
2 free months of artstation pro
https://www.artstation.com/promo
code : IRIS
Quick #UE4 Tip number 114.
Modifying Max Search Nodes for finding path to large distance.
https://t.co/y0oXK7l03C
#unrealtips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
When loading levels, by doors, like going into dungeons, how do you tell the engine to place you back at the door or set location when entering and leaving
You can save your location or enter point in a variable in the Game Mode or Game instance. Game Instance works well
Where can I report an issue to epic games?
Found a bug with Physics Constraints... Setting 2 objects to movable, the bottom object to simulate physics as a default setup. Then if I move the top object during runtime by sliding on the transform values, it work as intended... Until I let go. Then object 2 forgets about the constraint and just falls.
Can reproduce issue in 4.25 and 4.26, and 4.26Chaos
@idle merlin I hope this helps https://www.unrealengine.com/en-US/support/report-a-bug
Hi, can anyone help me figure out how to create custom windows in Python in Unreal, if that's even possible. Thanks
Thanks @bronze vault
Is there a way to combine an upper and lower body animation in the sequencer?
Does anyone know how to "reel" in an object using a Linear Constraint? Linear Motor seems to do nothing, am I doing something wrong?
@hearty dagger If nobody gets back to you here, try #animation someone there may have an idea.
Thanks didnt see that
jp being a legend and actually helping people 😆
I see so many questions just thrown into the void 😆
do you mean Windows in a house on a map, or Widgets for user interface? Either way I believe Python can only be used in the Editor, not at runtime
smug programmers be like 'theres a better way of doing this 😏' that also takes 500 times longer
me when I realized how much time I wasted doing everything in c++ instead of just the critical stuff
how can I update my old version of ue4 instead of downloading the new version?
You cannot. You will need always to download the newest version and remove the old one
Can i use UnrealPak.exe separate from UE4 itself?
Is there any detailed tutorial for multiplayer using blueprint?
Guys... I'm really struggling here... How can I use a linear motor on a physics constraint to pull the sphere towards the cube? Sphere is set to simulate physics, both objects have mobility set to moveable. And the physics constraint has it's motor enabled, with the following settings (next pic coming)... But nothing happens. What am I doing wrong?
Insert awkward cricket noises
I would help you but I also have cricket noises inside my head
aka I have no idea how to help and its 5am and I should sleep
What does this mean " meshes in "mapname" are out of date compared to landscape splines in "mapname" rebuild landscape splines - WTF
AI Movement works perfectly fine in Editor but it doesn't work in Packaged Shipping Game
Could anyone help me out with this one I'll sincerely appreciate it
Giving this in exchange of help - https://gum.co/gVVRk
Question because I'm curious, how would armour sets work in Unreal 4? Would I need to make a model that contains the torso + armour peice each time? Can I just attack it to a bone? (This presents issues since it could easily go through the model), how would it be done?
yeah i updated my pin, with some known good versions
can billboards have a z-index?
oh ok, nice
How can I add a custom rotator to a world aligned texture shader?
This is the place to show, share, and link to your stuff!
Is anyone else having issues where their controller is no longer working in Unreal unless it's plugged in on boot up?
Edge cases are that it's an Astro C40 controller. It used to work just fine but now I have to reboot my pc to get Unreal to recognise it. I've tried restarting Unreal after plugging it in and just nothing.
How do I see if a coordinate is in a certain radius of another coordinate?
Use the distance function
I'm already using the distance node, it makes a cube when I loop over
I have a cave system that works by spawning cubes and I used a distance function and it just cut of the edges, I want to turn it spherical
well, it seems some issue in your logic, distance is omnidirectional
2d is circle, 3d is sphere
like I said yesterday the distance check is likely not the problem here... you could try increasing it past 15 to see if it affects it. It's possible the edges just are a little bit too far and thus don't get created
it also depends on where the center of the block is because I'm assuming this is based on get actor location or something since it isn't visible in any of the pics you shared
so if the block is generated around the center, or if the block is generated so that the center of the actor is infact in a corner, that would also affect it
It spawns around 0, 0
and this is 16
15 and 16 look the same
i did 20 and it also looks the same
how big is an individual cube?
.01 units
Oh that's tiny, it looked way bigger lol
yeah its just what fit in the grid
whats the pastebin for nodes? i can send the code there
I would just send a screenshot but it’s super messy and spread apart
I have an Astro C40 myself, I kept having to manually load the driver as Xbox 360 Controller or something to get it to work in general
You can manually select this as the driver I think, helped me a lot
At 0.01cm your generated sphere of cubes should have a ton more edges with a radius of 15cm. You completely positive it isn't spawning these cubes a different size than you intend them to be?
yes, its a set variable
also this is the least efficient code, but here it is
https://blueprintue.com/blueprint/1sl8d4q7/
Repost since it got buried:
"Question because I'm curious, how would armour sets work in Unreal 4? Would I need to make a model that contains the torso + armour peice each time? Can I just attack it to a bone? (This presents issues since it could easily go through the model), how would it be done?"
https://www.unrealengine.com/marketplace/en-US/product/mesh-morpher you can use something like this to mold the armor if it wasnt made to fit
Interesting. Yeah I could do, and the armour will be to scale, it just needs to bend with the body, especially with something like a torso.
PLEASE, Im looking to add a timeline curve for smoothing my recoil, can I stream someone to help me ? I can't make it to work !!
hi has someone a idea why my icon is dark grey while "color and opacity" is set to white ?
it only reference opacity
check in the blueprint graph see if you have a value to change
@covert pollen So normally you'd want to use a skeletal mesh for armour right?
if you want it to share animations yes
for things like helmets you might not need it to be
Yeah thats basically what I meant, that makes sense. Wonder if my brother knows how to.
as it only covers one bone
doesnt the camereshake blueprint cover interpollation by default already?
I don't think so
Have fun understanding UMG's bullshit. You want to tint the image. 😛
oooo wow i didnt saw it cause it has same color like the appearence menu -__-
Welcome to UMG, home of the 'none of this makes sense.' :3
Honestly, Slate in C++ isn't much better.
What do you guys suggest is the best way to go about sorting the inventory with tabs similar to Oblivion? (Weapons tab, armor tab, consumables tab, Misc tab, etc)
anything in particular you're unsure about?
Currently mine just displays ALL the items on one tab
Well, I haven't tried sorting before, so I'm curious if I can go about this via blueprints or if I have to create a whole seperate wodget for each tab
widget*
depends on how you're adding them to the view i guess, you can just loop over all of them and if they meet a certain category only then add them?
Sounds just like a data table.. Or if your items are already in different classes, weapon, armor, consumable, then just filter by that.
yep, they have their own category already
So depending on the tab, loop over the object list and only add items that are of the category selection type?
hello, since iu have the 4.26.1 i have strange bug
after a moment of use (maybe 30 min ou 1H), when i did i right click, the contectual menu show and disapears
I must restart UE4.
I wont have to create a new widget for each tab?
I mean, assuming your widget for the menu itself is dynamically populating an 'item' widget that you can customize the text of,
then just regenerate the widgets in the list.
@covert pollen I'll give that a try, thanks
how to setup collision for skeletal mesh to give bone names back im taring to parent arrow to a bone
https://www.reddit.com/r/AstroGaming/comments/hwq212/c40_controller_w10_2004_workaround_fix/ this might help as well, not sure if its still required, some windows 10 update broke the drivers at some point so i ended up having to use this workaround
still can't figure out how to smooth recoil..
@dry latch literally the first result on google
High-precision weapons are a big deal, not everybody can use them because you need to be accurate. In today's video we'll create one of those weapons, a revolver this time, with 2 firing modes!
Hey guys! I hope that you enjoyed this video! Don't forget to let me know what you though about it!
In most FPS games such as Overwatch, Counter Strike...
i know how smooth recoil works
but I can't figure out where to put a curve/timeline
all you have to do is add the smooth recoil code from the video to your own code
it shows you how to do that
even for an AR ?
i made a inventory and want to open and close it on "b" but every time i close the inventory all my items inside it get deleted. is it possible that "remove from parent" completle destroys the inventory and if y exists a panel to just make it invisible ?
that wouldnt change anything
I did check out the tutorial
but it is not what i'm looking for
check timestamps
Marketplace Link:
https://www.unrealengine.com/marketplace/fps-starter-kit
Tutorials:
https://sb1985ue4.wordpress.com/
Discord:
https://discord.gg/V4HDm25
Playable Demo:
https://onedrive.live.com/?id=EA5107192A0A502F!1107&cid=EA5107192A0A502F
UE4 Forum Link:
https://forums.unrealengine.com/unreal-engine/marketplace/1402713-fps-starter-kit
when aimed
Hey, Im trying to generate vs project files but i get this error
Running C:/Program Files/Epic Games/UE4/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="D:/ARC/UE4_CPP/Zenithal/Zenithal/Zenithal.uproject" -game -rocket -progress -log="D:\ARC\UE4_CPP\Zenithal\Zenithal/Saved/Logs/UnrealVersionSelector-2021.02.28-20.18.41.log"
Discovering modules, targets and source code for project...
While compiling C:\Program Files\Epic Games\UE4\UE_4.26\Engine\Intermediate\Build\BuildRules\UE4Rules.dll:
error CS0042: Unexpected error creating debug information file 'c:\Program Files\Epic Games\UE4\UE_4.26\Engine\Intermediate\Build\BuildRules\UE4Rules.PDB' -- 'c:\Program Files\Epic Games\UE4\UE_4.26\Engine\Intermediate\Build\BuildRules\UE4Rules.pdb: Access is denied.
ERROR: Unable to compile source files.
i'm looking for this kind of follow up
yeah just add a really small camera shake
Is your engine open?
Alternatively, you should have your Intermediate and Saved Folders added to your .gitignore or .p4ignore files.
These folders should not be on source control.
Yes
They are
I also tried to make it always run as administrator
But it didn't work
hi, i have werid problem with plugins, i'm trying to add UIWIS to my project but every time i add it and restart unreal i'm getting
Failed to load /Script/UIWS.UIWSInteractorComponent Referenced by SCS_Node_17
and component removes itself
I have problem with unreal engine new water system not working properly on large landscape of 8196x8196 (8x8Km). Have any one tried it with large landscape.
Because water system working perfectly on small landscape.
i tried it on tied map like 20 minutes ago - and did not work too
tiled*
8x8km too, still wont render any water
It is working perfectly on small landscape
yeah, but i wanted to make it work on world composition and nothing happens 😦
Hey Guys, I was testing out some things.... You see the tree in middle is not getting shadows, while the smaller tree is giving shadows.
What wrong am I doing in the cascaded shadows section? I have also turned on distance shadows...
If water not rendering completely then. Increase size of watermesh Components. It will render...
But still my river floating in air. And also it is not interacting with ground
- Landmass Enabled
- water plugin enabled
It doesn't need world composition on...
it suposed to work, but it don't on world composition, on normal maps yes
just readed that, you make me sad 😦
Is your river and ocean working if world composition is off
yeah it works fine on normal landscapes but as @plush yew says - it wont work on world composition so i either i just make big 8x8 landscape, or i will look for other solution :/
Random question: Anyone know of any good brawler blueprint tutorials?
Please try single 8x8km landscape and enable landmass and water and try. Let me know is it working for you or not...
hello, since iu have the 4.26.1 i have strange bug
after a moment of use (maybe 30 min ou 1H), when i did i right click, the contectual menu show and disapears
I must restart UE4.
If you have an actor with a 4k Texture, and that is on a streamed in level, and you delete that actor, that 4k DOES get freed up from memory right?
why doesn't the landscape lod manager give me great automatic lods? it's very bad at preserving the form of the landscape
doesnt this just mean you have it set too aggresively? it can only work with the amount of points that are left over
its hard to undrestand that landscape lod system in general
no i mean its just not gonna happen, you cant really make a sphere out of 4 points, because there arent enough points to make the shape lol
so if you are aggresively LODing the landscape its going to have to sacrifice its shape
im not doing that i gues
sadly my pc is dying on this
Your engine should be closed when compiling.
I’ve been making a map for an online game. Is it possible to load up the whole game world in unreal engine and export it to a large image? Or simply browse through the ingame world using the unreal engine program? I have been able to extract all of the game files from the .pkgs. but I don’t know the next steps to take. I do have lots of experience with autocad, revit, and 3dstudio. I am in need of a mentor.
Going through a course. Teacher has this PawnInputComponent0 after he presses Play button:
But I'm not getting it:
You probably have your level or your game mode having a different pawn used instead of the one the teacher is using
He copied DefaultPawn and named it DefaultPawn_PB, I did the same
you are correct so open up that BP, I was wrong earlier because you at least have the same NAME but not the same components, so open up that BP and see what components you have
could someone help me with this
windows is set READ-ONLY status to your project folder, happens a lot in Program Files stuff - that's why I never install anything related to Unreal if I can avoid it
I'll go check which components he had when he created the pawn and compare it to mine, brb
If you check that folder and rightclick on it in windows it probably says read only
Access Denies is not a very good error message - you probably would have figured it out if it had said, "Unable to write to file"
Well, a few videos ago he copied DefaultPawn from the Blueprints menu like this:
And added Grabber component there, which I did as well(this is his DefaultPawn when he added it):
And set that new DefaultPawn_BP as a new default pawn in the game mode, I did that as well. Next one below is my DefaultPawn_BP when I'm supposed to get the InputComponent in UE4:
well pawn input component seems like a custom component that is being added, not one built in. especially since it has the 0 on the end of it it sounds like it is being spawned
your class does have support forums you might want to check out, I know that there are issues with those courses from time to time over age
Thanks, I'll go read it now.
Still the same error
When I use the "Send To Unreal" Blender plugin, nothing gets added to my map. I just get imported meshes... is there a settings to add all imports to the map, in the same positions as in the Blender scene?
From just a few lessons before, I did this and successfully restored my UE4 solution:
You only need to leave Config, Content, Source folders and .uproject file, you can safely delete everything else, like .vs and Intermediate folders.
For whatever reason, it can't write to your UE4Rules.pdb file to update the debugging symbols, so delete that whole Intermediate folder as well as all other folders you don't need to regenerate the project.
I tried to open the editor with admin then from the project browser opened my project
Seems to be working now
Weird error tho cos generating project files did not work even tho ive given the unreal editor always open as admin permission
how do i make this event fire for each int i have in array without causing an infinite loop?
you loop thru the array
What's the best way to keep players from falling thru the landscape before the level loads?
@somber rover dont spawn them in until it loads?
When you check that folder now, it doesn't have a check in read only still, right? windows is notorious about doing that
There is a way to do this but it's a bit more involved - you have to first make sure you have them in the orientation you want in blender - then you import the scene, make sure they are all in the MESHES container in blender - when you bring them into unreal you will have like multiple separate static-meshes for each one of your objects in Blender - you need to then add those to a blueprint and it SHOULD keep the exact same locations relative to each other
Problem is, you can't take advantage of certain optimizations, like using them as static meshes only, so they can't be in HLOD's (the LOD system SHOULD work though)
Yes thanks alot
@glacial pecan You can make an editor utility (blutility) that lets you basically make a blueprint function that runs in the editor - make one that takes an actor as an input, and from that, make a "get all components" or "get all children" - then for each child, you get it's relative location, then spawn actor from class into the world, (in this case, a static mesh - then set that static mesh to the same as the child components (you probably will have to get static mesh from them, it probably won't let you do it from just a child node ) - then you spawn to whatever location (or you can use get editor selection and you can right click anywhere in the world to run the script and it will take basically the location of wherever you right clicked) spawn it there and just "add relative offset" to that new static mesh's location
Hopefully that gives you an idea, I can walk you through it later- while you are protoyping you can just make this a blueprint actor and run it at runtime/simulate because the editor utilities, it's not easy to step through to debug (you have to just console output)
Long story short - You basically drag and drop all of the static meshes into blender, onto a blueprint actor, where it should be in the right positions. Then you use editor utility blueprint to get those relative locations and spawn them in the world
You actually might be able to just drag and drop them from the blueprint this way too - but only for very simple arrangements
@glacial pecan he is right about this and it's fine for checking how they look and everything but ultimately you don't want them to be in your world like this, because you will always have problems manipulating them if their origins are off - My understanding is that if you bring them in together they will have a different LOCATION but each mesh should still have the same origin @plush yew can you confirm this for me so I'm not giving bad advice - I remember bringing things into a blueprint and them going immediately to the right relative location INSIDE the blueprint, but they still had their correct origins so I could manipulate them easily/natively
Snap origin point but it's a temp fix
is there a way of adding one individual element to an array? right now i am just adding 1 element
normally i'd just say something like
Function SpawnActor(Repeat)
but i have no idea how to write it in blueprints
set array element?
this is printing 0 so it means there are no elements in the array
What after 8129x8129 in Recommended Landscape Sizes?
I got a question, I'm setting up Steamworks redistributables on the SteamAppID i'm using for my UE4 project, and I'm wondering, what does the UE4PrereqSetup_x64 in the extras folder install?
Thanks for the information... but honestly, I think I'll just export it to an FBX, and import it as a scene instead, and then just use the Send To Unreal for the materials... 😕
insert seems to be adding a new element into the array. now, how do i tell the engine to add X amount of elements
insert doesnt let me add a set amount of elements, it just does it once
you need to check size to fit, else it won't add a value that doesn't exist 😉
You know about using f9 on any node in the graph that gets executed (has a white line) will put a break on it right, you know about that, so you can step through and read things as they happen?
Otherwise you'll always have to guess what happens and it makes learning how unreal operates much harder
If you wanna follow the pattern and use it for tiling
16136x16136
32768x32768
this is the setup i have right now. when cubes spawn, the get assigned random values based on a data table. i am writing a spawner actor that lets me control if and how many cubes i need to spawn
set size to fit to true and now i added 1 element to the array. question is, is there a way to set a certain amount of elements at once?
how do i make a custom event loop based on a number of times
i am actually considering just writing it in cpp
Oh, my god. I just noticed this now. What a WEIRD workflow!
And thanks, btw! 🙂
The Resize node takes in an array and an integer for the new size of the array. If the resized array is smaller than the original, all elements that do not fit in the resized array are dropped. If the resized array is larger than the original, empty elements are added to the end of the array.```
maybe this
this works 👌
in blender, send to unreal -> in unreal, drag the mesh into the world -> now, ANY updates you make in blender, when you press send to unreal again, the changes in blender will show up instantly in the level, this also applies if you put the mesh in a blueprint
But the entire hierarchy is already ruined, so why bother?
But yeah, it's not the first time that Epic has signalled that a clean level hierarchy doesn't matter. 😄
Let's say I wanted to utilize the available engine limit of 20x20km in a tiled landscape..but I wanted more..i wanted double..would it be 'silly' or actually a good idea to scale all the objects and players to 0.5 their normal scale. So if the landscape itself is 20x20km..but everything in the world is half its scale..its almost the same as having a landscape that is 40x40km
not sure what you mean, I have never had a problem with blender to unreal, it saves me ages of time
change the world origin then you can just move that 20x20 area around a 40x40 map
https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1371926-set-world-origin-for-an-endless-runner-game
I'm doing an endless driving game and recently found that there was a limit on how large the level could be (I only noticed because physics simulations stopped
it does translate fine
well it does on bones at least. now I think about it... pretty sure it does on meshes but hmm
I heard this doesnt work for multiplayer
?
the export/import shuffle offers the option for merging meshes but I can't remember what STU did as I don't use it 😮
As far as I understand you should build walls in blender, but assemble in unreal - if you have a consistent workflow for making sure your world origins are matching up with your mesh sizes and distances, then you can easily assemble components in the editor by setting your snap distance to a factor of you meshes distance (if distance is 1000 cm, you can set snap distance to 100, and 10 times will move them together l
Stu?
send to unreal
i remember it had the specific folder structure for mesh/skel/other
I'm exporting a house 😛
collection rather
it's pretty clear what the Send To Unreal plugin was made for... and a house is not it
it does that, but it doesn't send the hierarchy
I'm sticking to this:
https://github.com/0xafbf/blender-datasmith-export
Even paid for it... works great
only the top mesh in the hierarchy. yeah for arch viz stuff datasmith is essential. also make sure you learn how to use the dataprep recipes
will save you years of importing issues
Going to head over to his Discord now, because unfortunately, I got some errors on my model on that plugin 😦
your going from blender to unreal with this scene? or is it coming from a CAD software?
CAD orginally... textured in Blender, and now on its way to Unreal
if I were you, I would take what you have in blender, get it into 3DS max, and use their datasmith exporter, I guarantee your scene will come over perfectly
what kind of drawing file is it? dwg?
I've used that at work, but I don't have licenses at home.
I exported an FBX from Rhino for what I'm currently trying, actually
pretty sure Rhino has a live link now for unreal
(And I'm wondering if that's why I get this in Lightmass...)
(That's with Send To Unreal, btw...)
yeah you will have to change the resolution on meshes after importing them. In my case some of our drawings had 75k+ meshes. Use dataprep to set the light resolution and anything else on import timne
it will get all meshes and apply any settings you would change in the static mesh editor
@distant totem I don't think Dataprep can set a lightmap pixel size yet, can it? only a "coarse" or "fine" setting or something? I haven't tried it since last year, but I remember bugging @abstract valve about it earlier 🙂
Hi Guys... I have a question I've been battling for years now, and now I give up..
Question:
How do I make my enemy not interrupting himself while he is doing an attack animation? I of course have made the Bool "IsAttacking" That I turn it ON when he starts the attack, and turn it OFF when he is done. And then set in branches everywhere, making sure he is NOT doing anything else while he is attacking..
But yet, he is often interrupting him self when attacking, and starts doing something else, like walking, or turning or whatever..
Is there something I can do to absolutely make sure that his AI is not deciding anything new while he is attacking?
yes, dont run any other AI commands when attacking
like, if using a behaviour tree use a selector that chooses if he is attacking or not, and if attacking nothing else is under that tree but the attacking stuff. and dont have it finish until the attack is complete
I'm using blueprints straight, no behavior trees (too complex for me at this point
welp your running into the issue with doing it by hand, so much code all over the place touching 😦
time to re iterate and think it over again see if you can figure out another way
but your logic was sound, if you always check if they are attacking and abort the action if attacking it should work. The fact it's not means something is not checking or obeying so start debugging and watching when it happens and trace thru the code
Yeah.. Thinking about it, I realize I just have to redo the AI, cause it's kind of messy right now, and I have learned since I made the AI 🙂
lol i have an asset called fourplayer xd
Hi, I have been having a lot of trouble figuring out how to optimize a map for VR on the quest 2. If using the link cable i can get perfect frame rates but when i package on the quest i drop down to 45-60 fps in certain spots of the map. if i look out the edges where almost nothing is anymore it goes up to 72 fps. I've done almost every recommendation in project setting that i could find from researching. Ive only gotten to 50-72 fps because of getting rid of majority of the map. I cant really get rid of anything else though. Using the OVR Metrics Tool shows me that when it drops to around 50 fps my stale gets up to around 40-50, App T gets up to around 20k, and GPU is around 96. What more can i do to get my fps up higher? Im using static lights, nothing is casting shadow, ive tried getting rid of all the transparent glass material.
Hi, why can Ark publish the Mod Creator on EpicGamesStore and not in the GitHub Repo as we are told in FAQ? Do they have some extra agreement?
You can try playing montage instead. Do this by creating montages of your attack animations or using the "play slot animation as dynamic montage" node. You can then even go a step further and add "layered blend per bone" so that movement only moves the legs while the attack montage moves the upper body. There are plenty of options to work with.
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with "END" key you can drop actors to floor. is there a reverse to it, stick actors to ceiling?
no but you can create an editor utility widget to duplicate that or a generic actor Blueprint with the contruction script set to do that. neither are as simple a a built in hotkey tho 😦
@grim ore With the bluerpint nodes you can just turn a mesh's skin blue right
or should i import it with a blue skin texture o-o
i know ive turned other textures different colors lol
if the mesh is set up to do that yep
your material would be white for example for the base color stuff you need, it would be hard to make a red person blue for example but tinting white to blue is fine
I was thinking I could mess with the material shader and add blue or red tints to it
So it looks like a mutated to red sort of look o-o
I've done so with objects materials so I think it shouldn't be all that crazy to make it work for human skin
yep the material stuff isnt too hard to do things like that, its more prep work than anything to set up what should and shouldnt be changed
Yup yup
That's the goal :>
I also gotta figure out how to make transparent materials so you can see right through objects like glass for example xD
It shouldn't be hard I think so ill give it a googling soon
well you just change it to translucent then tell it how much each pixel is translucent and done lol
the trick is making it look like glass, in engine. its the material that does it
I know how to do that in blender
Yush yush I need to severe my races arm and give it that transparent look :D
theres some decent glass tutorials out there plus some glass in the learning content to look at
but if you just want it to be transparent its just setting it to 0 for opacity on that pixel and its not there lol
Even better
That's the goal lol
The arm is suppose to have a sort of floating hovering effect
So that works perfectly xD
I can apply that to the material right?
Just opacity to 0
that is part of the material yes
:DDDD
Does anyone know if it is possible, using an animation state machine, to have multiple entry points? Right now my entry point is just the Idle animation, but there are some scenarios where I would like the character to begin on a different animation on level load.
i dont beleive so but if your entry is not idle but a selector, that then goes into whatever, you could just set that selector on load and it would give a similar effect?
Please point me in the correct direction if this isn't the correct channel. I am looking for some assistance in solving a crash issue with light-map encoding when building my lighting. Here's the error code:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000000
VCRUNTIME140
nvtt_64
UE4Editor_TextureFormatDXT
UE4Editor_TextureFormatDXT
UE4Editor_TextureFormatDXT
UE4Editor_TextureCompressor
UE4Editor_TextureCompressor
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
Working on a personal project, trying to build the lightmap. I keep returning these errors. I tried to Run as Administrator and update Unreal Engine (now 4.26.1).
I have a suspicion this is getting caused by me putting compression on some foliage actor textures (pulled in at 4k, too big to handle, so I set Max-res to 2k and compression quality to medium). Though, it's been quite a while since I have built the lightmap so I'm not 100% when the problem actually started.
Any help would be appreciated, I haven't had any luck on the forums.
that crash wont help anyone, you need to install the debug symbols and crash it again for the real location of the problem
